• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Toad Rider

The Swamp People have learned to tame the Giant Toads that live there, and their powerful Shamans can even ride them. If the Swamp People are still unknown from the rest of the world, it's probably because most intruders are quickly swallowed by those beasts...

Note that the special effects will not appear in Magos, you have to import the model in game to see them.
The model is meant to use the "spirit of vengeance" projectile.

Edit: I added the Toad without rider, thanks to Kyrbi0 for beginning the job.
Contents

Toad (Model)

Toad Rider (Model)

Reviews
General Frank
Extremely well done model-edit with lots of custom geometry and animations. Model works in-game and performs well. Great job!
Level 1
Joined
Apr 3, 2025
Messages
6
The best way to do this is deleting the "Walk" animation and renaming the "Walk Fast" to "Walk". Or you can increase the Move Speed in the Object Editor (WC3). I don't know if the Fast tag only applies with a Boots of Speed or with just an increased Move Speed.
Thank you very much. I tried to do this by deleting the walk animation through Retera's Model Studio, but I couldn't. It's kind of hard to use...
 
The best way to do this is deleting the "Walk" animation and renaming the "Walk Fast" to "Walk". Or you can increase the Move Speed in the Object Editor (WC3). I don't know if the Fast tag only applies with a Boots of Speed or with just an increased Move Speed.
IIRC the walk speed and the run speed in Art will work.
I don't know which one does what, but one scales the movement animation (higher values = lower animation speed), and the other sets the speed threshold from which the fast animation tag is automatically added.
 
Level 22
Joined
Sep 7, 2013
Messages
236
Yes "Walk" and "Walk Fast" are designed to change anim automatically when move speed changes.

In this model, walk speed is set to 100 and run speed is set to 240.
So, what you should do in unit editor is setting variables "Art-anim-walk speed" (uwal) = 100 and "Art-anim-run speed" (urun) = 240.

After that, if unit move speed is close to 240 it should use "walk fast" anim.
And if the unit gets slowed by a spell for example and its actual move speed gets close to 100, it will switch to "walk" anim.
I didn't check at which move speed value the change actually happens, but it's probably at the average between the 2 values (in that case, 170).
 
Level 49
Joined
Jul 29, 2008
Messages
9,868
Hi! I need some help with the animations. The model only uses the "walk" animation in-game, but I’d like it to use "walk fast" instead, since it fits much better. Is there a way to force the model to always use the "walk fast" animation?
The above is probably the best advice. If you want it to just use Walk Fast all the time no matter what, I'm pretty sure you can just add "fast" to the "Animation Tags" field in the Object Editor for that unit, though.
 
Top